No dice has been rolled.
player 1's turn
Gray Guardians Game - Gabbac.
Gabbac has evolved since a long time ago, but in the present day you can call it a game with some P'aak influences,
sprinkled with classic S'abc game rules,
and fine-tuned with the fun simplicity of the new 'Cor pike' rules.
Note:
Simplicity does not mean easy. There is quite a lot of depth (read: strategy, less luck) to be had.
The card list exist out of 2x 0 and 3x 1 to 10, 3x -1 to -10.
The total is cards in a deck is 62.
This game doesn't make a difference in the figures/symbols.
Alternative (suggestion from the designer);
if you play with Vice the deck exists out of 2x 0, 11x +1 to +8 and 11x -1 to -8.
The total 'cards' in a deck is 24 (the Vice are rotated to point their value).
The game works with exactly (default) 5 rounds.
After the fifth round combinations are checked.
A game can end sooner when all other players are out of coins or folded their cards.
Place Bet - then there are 4 actions possible (besides folding):
Note: if the player has 0 cards in the hand, he/she cannot win a round (unless all other have none).
Note 2:
Combinations 1 till (and) 5 are very rare and therefore are called a Max Gabbac.
The minimum starting bet is 1ù and the maximum bet in a turn is (default) 50ù. The bet can be increased by any participating player.
The previous player does not has to pay up to the new minimum bet price in the active round.
In case of a draw (same score/special combo), the earliest player on the table wins.
Specific; player 1 will always win from player 2, player 2 will always win from player 3, player 3 will always win from player 4.
There is a reason. The last player at a table is the "bottom feeder". It's a lesson in dignity.
When a player goes all-inn (places all his/her remaining money in the pot), the rounds end - but the successive players can still act in the current turn - and everybody shows their current hand.
If the rule Assaulting is active, it works the same way as all-in;
the rounds end (turn continues normally) and everybody shows their hand.
Note: the luck-mode "shift" doesn't occur when ALL-IN or Assaulting has been called.
The standard game is played with an open hand. The focus is on strategy, not on luck.
Of course you can alter this by playing with a closed hand and/or make use of shift (50% card shuffle after every turn,
each player receive max. 5 new cards, the other card are added to the discard pile) and/or add the Lively dice (if both dice have the same values, all players place their cards in the discard pile).
Note:
as a failsafe the players can decide to add the option card lock, where one card in a player's turn is selected to be immovable.
This counts as an action and makes the card visible for all other players, but will ensure that the selected card(s) won't be randomly shuffled or discarded. It is not allowed to place the card after lock to the discard pile.
Note 2: Shift won't occur in the last round.
Playing with this additional gambling rule, you have a minimum bet of 2ù.
Every time a player places a bet, 1ù goes to the Gabbac pot (1ù less in the main pot).
When a winner has a combination of 00, or 123 or -123 or 023 or -023 he/she also gains the Gabbac pot (Max Gabbac).
If not, the Gabbac pot remains in the following game.
It's possible to play the Vice version in real life with 24 vice (11 positives Vice, 11 negatives Vice, 2 zero Vice).
Scramble the vice (inc. rotate while shuffling). The value on a Vice points towards the player (when taken from the deck staple).
Cards on the discard pile point to the right (away from players). A glass or symbolic pointer to simulate the ground might be placed to avoid confusion.
Placing a card from your open hand to the discard pile must be rotated accordingly.
A card taken from the discard pile must be rotated again till the value is located closest to the active player('s belly).
Otherwise, all the same Gabbac rules apply.
It's possible to play the 'Classic' version in real life with a deck of 52 cards.
Instead of 3x 1 to 10 (and 3x -1 to -10) your deck exists of 2x 1 to 10 (and 2x -1 to -10). Lower the round count from 5 rounds to 4 rounds.
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About the Gray Guardians.
The Gray Guardians are a force-sensitive bunch.
Members consist out of sentient creatures from all over the galaxy that don't accept the laws (being it Jedi or Jedi).
Ethics are high on their agenda, but they will not actively search for conflict.
If wrong cross their path, then they will - unless no other options - fight for the just cause.
Hidden on nature rich and free hearthed places, the Gray Guardians spend their days training with the Lightjitte, drinking and brewing the finest of beers, and play - mainly for profit with tourists - their notedly card game Gabbac.
Many travellers already encountered one ore more Gray Guardians without knowing.
The Gray Guardians share their wisdom without a need to convince.
They firmly believe that that the right individuals will absorb their knowledge,
seek more through dialectic or written media and apply it in a organic way.
To summarize the believes of the Gray Guardians:
a soul can only be complete if he/she/it finds balance in creativity (the arts), sincerity, knowledge seeking, endurance, specialisation (example; limit the weapon training to the lightjitte so perfection can be reached).